So, the problem you were worried about is the scaling of spell DC vs non-favored saves - which is a higher levels growth thing - and that for somr cases it **can be** really bad and you have so far only seen it at 7th and under - where its not yet big.Hi everyone.
I've been using this house rule for a while but only up through 7th level. I'd be curious what everyone thinks.
I gave all characters, monsters, and NPCs proficiency in all saves. Since this functions largely as a +2 save bonus in the beginning, I increased the save DC formula from 8+Prof+mod to 10+Prof+mods.
Initially, I was going to give characters +2 to their class saves, but I decided against it. I felt that characters already have their high stats and low stats to differentiate their saving throws.
This does mean I need to address a few classes that get additional saving throw proficiencies to determine what would be good replacements.
I do this because everyone's DCs scale but many saves don't end up scaling. They become larger and larger weak spots, and although one bad save doesn't spell death like it did in older editions, it can still be pretty bad.
What are some consequences you see? Any ideas for what to do with the monk and rogue abilities that grant extra proficiencies?
Also, your chamge affects all save spells and effects, not just those that **can be** really bad.
Hmmm...
Well, its not something i see as a problem that needs fixing and not the approach i would seek if i did* but i would see this as basically making it no longer that meaningful to choose spells to target saves. A slightly less potent soell with a morerare save type wont be taken over a bigger effect with a common save. So, no more picking say a Str save knockdown vs a Dex save falldown or a Cha over a Wis.
So you are likely to see a smaller variety in spell choice.
Also, very likely to see shift to attack roll based effects over saves after 5th in an effort to avoud the nerf entirely - which again, drops the variety.
*The approach i eould have went with is to identify the specific spells you find are too much "save or suck" and tweak them or their saves. This tsrgets the specific whammies while not affecting the scads of spells where a save is called for but failing isnt up to really high suckage. That seems far more targeted and likely to not give as many unexpected consequences.